Multimedia enhancements for replica stadium-type gameplay apparatus

ABSTRACT

There is provided herein a stadium type gameplay system enhanced with a multimedia subsystem configured for various tasks including emulating a real-world stadium environment. Specifically, the multimedia subsystem comprises a multimedia processor which is configured for recording visual media data from a plurality of image sensors and detecting gameplay events utilising a plurality of hardware and/or software gameplay sensors. As such, in this way, when detecting various gameplay events, the multimedia processor is configured for displaying game replay multimedia utilising a plurality of visual media display devices. The multimedia processor is further configured for performing other autonomous actions when detecting various gameplay events.

FIELD OF THE INVENTION

This invention relates generally to replica stadium-type gameplay apparatus such as foosball-type gameplay apparatus. More particularly, this invention relates to multimedia enhancements for such stadium-type gameplay apparatus.

BACKGROUND OF THE INVENTION

Miniaturised stadium-type gameplay apparatus are known in the art including that which is disclosed by U.S. Pat. No. 8,302,965 B2 in the name of the present Applicant, the entire contents of which are incorporated herein by reference.

However, further enhancements are desirous for such existing gameplay apparatus, including for emulating, substantially as far as is possible, a real world stadium type environment so as to increase player enjoyment and participation.

The present invention seeks to provide a stadium-type gameplay system, which will improve prior art gameplay apparatus, or to at least provide an alternative.

It is to be understood that, if any prior art information is referred to herein, such reference does not constitute an admission that the information forms part of the common general knowledge in the art.

SUMMARY OF THE DISCLOSURE

There is provided herein a stadium type gameplay system enhanced with a multimedia subsystem configured for various tasks including emulating a real world stadium environment. Specifically, the multimedia subsystem comprises a multimedia processor which is configured for recording visual media data from a plurality of image sensors and detecting gameplay events utilising a plurality of hardware and/or software gameplay sensors.

As such, in this way, when detecting various gameplay events, the multimedia processor is configured for displaying game replay multimedia utilising a plurality of visual media display devices. The multimedia processor is further configured for performing other autonomous actions when detecting various gameplay events.

In accordance with one embodiment, there is provided a stadium-type gameplay system comprising gameplay apparatus comprising a play arena and actuators manipulatable by at least two opposing players to direct a ball into opposing goals, wherein the system comprises: a multimedia subsystem comprising: a multimedia processor; a memory device operably coupled to the multimedia processor a plurality of visual media data capture image sensors operably coupled to the multimedia processor, wherein, during gameplay, the multimedia processor is configured for recording gameplay visual media data captured by the cameras using the memory device; and a plurality of gameplay sensors, including ball position sensors, in operable communication with the multimedia processor, the multimedia processor configured for detecting at least one gameplay event including a goal score gameplay event, the goal score gameplay event detected using the ball position sensors; and at least one visual media display device in operable communication with the multimedia processor; wherein, when detecting the goal score gameplay event, the multimedia processor is configured for extracting a segment of the visual media data from the memory device; and generating game replay multimedia using the visual media data; and playing out the game replay multimedia using the at least one visual media display device.

The plurality of gameplay sensors may comprise at least one of hardware and software gameplay sensors.

The software gameplay sensors may comprise image analysis gameplay sensor software modules.

The image analysis gameplay sensor software modules may comprise ball position analysis modules.

Extracting a segment of the visual media data from the memory device may comprise identifying an optimal segment for the game replay multimedia.

Selecting the optimal segment may comprise performing facial detection image analysis of the visual media data and selecting the optimal segment as comprising a detected face.

Selecting an optimal segment may comprise image processing to select a subregion of the visual media data comprising the detected face.

Selecting an optimal segment may comprise performing facial expression image analysis and selecting a segment of the visual media data having a detected type of facial expression.

Identifying the optimal segment may comprise ball position sensing and selecting the optimal segment in accordance with ball position.

Generating the game replay multimedia may comprise implementing at least one multimedia effect.

The at least one multimedia effect may comprise at least one of slow motion, video superimposition and text overlay effects.

Video superimposition may comprise selection of ad video data from an ad video database.

Selection of ad video data may comprise selection of the ad video data in accordance with at least one of player demographic, gameplay event type and gameplay statistic.

Text overlay may comprise at least one of ad text and game statistic text overlay.

The at least one visual media display device may be a plurality of visual media display devices and wherein playing out the game replay multimedia may comprise selecting one of the plurality of visual media display devices for the playout of the game replay multimedia.

Selecting one of the plurality of visual media display devices may comprise selecting one of the plurality of visual media display devices in accordance with at least one of a gameplay event type, player position and gameplay statistic.

The system may further may comprise playing out a virtual crowd animation using the at least one visual media display device.

Playing out a virtual crowd animation may comprise controlling the virtual crowd animation in accordance with a gameplay event type.

Virtual crowd animation with audio may comprise standing, cheering, clapping, holding up signs/banners, camera flash and chanting animations and sounds.

The least one gameplay event may comprise at least one of goal score, kick-off, ball retention and corner kick gameplay events.

Detecting the at least one gameplay event may comprise detecting the at least one gameplay event in accordance with at least one of direct correlation to a sensor output, detection rules relating to a plurality of sensor outputs and machine learning.

The multimedia processor may be configured for at least detecting a ball stall event using the ball position sensors and controlling a ball displacement actuator accordingly.

Detecting a ball stall event may comprise image analysis of the visual media data to detect the ball stall event.

The ball displacement actuator may comprise at least one of electromagnetic repulsion, gameplay surface tilting and air jet repulsion actuators.

The apparatus may comprise replica stadium light towers extending upwardly from an upper deck of the apparatus and wherein the stadium light towers may comprise the at least one visual media display device.

The system may be further configured for storing player profiles including gameplay statistics.

The system may be further configured for detecting locations of mobile communication devices associated with the player profiles and sending push notifications to mobile communication devices in proximity of the gameplay apparatus.

The system may be further configured for matching player profiles utilising gameplay statistics.

The system may be further configured for detecting locations of mobile communication devices associated with matched player profiles and sending push notifications to the respective mobile communication devices when the respective mobile communication devices are both in proximity of the gameplay apparatus.

Other aspects of the invention are also disclosed.

BRIEF DESCRIPTION OF THE DRAWINGS

Notwithstanding any other forms which may fall within the scope of the present invention, preferred embodiments of the disclosure will now be described, by way of example only, with reference to the accompanying drawings in which:

FIG. 1 shows a multimedia subsystem in accordance with an embodiment;

FIG. 2 shows a method for the generation of game replay multimedia in accordance with an embodiment;

FIG. 3 shows a perspective view of gameplay apparatus in accordance with an exemplary embodiment;

FIG. 4 shows a side elevation view of the gameplay apparatus in accordance with an exemplary embodiment;

FIGS. 5-12 show exemplary configurations of replica stadium lights of the gameplay apparatus in accordance with various embodiments;

FIG. 13 shows a side internal elevation view of the gameplay apparatus in accordance with an embodiment;

FIGS. 14-15 show exemplary automatic and manually directionally controlled ball reintroduction apparatus in accordance with an embodiment;

FIGS. 16-18 show an exemplary actuated corner kick figurine apparatus in accordance with an embodiment;

FIG. 20 shows a side perspective view of gameplay apparatus in accordance with an embodiment;

FIGS. 21-22 show exemplary control rod configurations in accordance with an embodiment;

FIGS. 23-24 show side elevation views illustrating differing display device configurations in accordance with embodiments;

FIGS. 25-28 show various gameplay surface undulations in accordance with an embodiment;

FIGS. 29-33 show various ball manipulation configurations for displacing the ball from playing field dead spots; and

FIG. 34 shows an exemplary control rod arrangement in accordance with an embodiment.

DESCRIPTION OF EMBODIMENTS

FIG. 1 shows a multimedia subsystem 100 comprising a multimedia processor 101 for processing digital data. The multimedia processor 101 may comprise a central processing unit (CPU), graphical processing unit (GPU) or a combination of both.

In operable communication with the multimedia processor 101 across a system bus is a memory device 114. The memory device 114 is configured for storing digital data, including computer program code and associated data. As such, in use, the multimedia processor 101 fetches computer code instructions and associated data from the memory device 114 for execution.

In embodiments, the computer code instructions may be divided into computer code instructions modules which, in the embodiment shown in FIG. 1, have been divided into a visual media capture controller 110 for capturing visual media 109, gameplay monitor controller 112 for monitoring gameplay including in accordance with sensor data received from a plurality of gameplay sensors 102 and software sensors. The gameplay monitor controller 112 may be further configured for maintaining and updating game statistics 111.

Furthermore, the computer code instructions may comprise a multimedia replay controller 113 configured for generating replay multimedia utilising recorded visual media data 109. The compilation of the replay multimedia may include the inclusion of ads 116 and utilisation of various multimedia processing effects 115.

As alluded to above, the multimedia processor 101 may be further operably coupled to a plurality of gameplay sensors 102. The gameplay sensors 102 include ball position sensors which may be configured for at least detecting a goal score gameplay event.

Furthermore, the multimedia system 100 may comprise a plurality of image sensors 102, such as charged couple devices (CCD) camera devices, for recording image and/or video in operable communication with the multimedia processor 101. As such, during gameplay, the multimedia processor 101 is configured for capturing gameplay visual media data 109 using the image sensors 102 for storage as visual media data 109 within the memory device 114. In embodiments, the system 100 may implement “soft” sensors wherein, for example, the multimedia processor 101 implements image and/or video analysis techniques to identify various gameplay events from image or video visual media 109 recorded by the image sensors 102.

Furthermore, the multimedia subsystem 100 may comprise at least one display device 103. Upon detecting a gameplay event, the multimedia replay controller 113 may be configured for playing out replay multimedia utilising the at least one display device 103. As will be described in further detail below, the display devices 103 may comprise in-apparatus displays (such as LED/LCD, projector type display devices or the like) or ex-apparatus displays (such as those presented on a nearby wall mounted television panel, smart phone device 115 or the like).

In embodiments, a touch controller 104 may be overlaid the display device 103 so as to be able to receive user interaction gestures for the control of the multimedia subsystem 100.

Furthermore, the multimedia subsystem 100 may further comprise data network connectivity, including such which may be provided by way of a wireless processor 105 (such as Wi-Fi, Bluetooth, near field communication (NFC) or the like) for communication with computer peripheral devices, such as mobile communication devices 115, servers 118, 119 or the like.

Furthermore, the multimedia subsystem 100 may comprise a power controller 106 for performing various power management functionality for the subsystem 100.

In embodiments, gameplay data and multimedia may be recorded by the server 118.

In embodiments, a further auxiliary server 119 may be employed which is in operable communication with the server 118. In accordance with this arrangement, the server 118 may be on-premises and the auxiliary server 119 cloud-based such that each multimedia subsystem 100 and associated server 118 is uniquely registered with the auxiliary server 119. In this way, the auxiliary server 119 can provide web access for players at venues to communicate with the auxiliary server 119 using their respective mobile communication devices 115.

Turning now to FIG. 2, there is shown exemplary methodology 200 for display of game replay multimedia.

The method includes recording visual media data 201 utilising the plurality of image sensors 102.

While recording the visual media data, the method may include monitoring gameplay 202 utilising the gameplay sensors 117, including the utilisation of both hardware and software gameplay sensors. Additionally, in embodiments, recording of the visual media data may include player facial tracking 203 so as to be able to record player facial expression visual media data.

The method 200 may further comprise the detecting of a gameplay event 204 in accordance with the sensor data received from the gameplay sensors 117.

Gameplay events may correlate directly with a sensor output, such as a ball passing through a goal, or alternatively in accordance with a series of rules 205. In embodiments, the method 200 may comprise machine learning 205 for the detection of certain gameplay events.

Having detected a gameplay event 204, the method 200 may comprise the updating of gameplay statistics 206, such as gameplay scores.

The method 200 further comprises the identification and the extraction of gameplay visual media data 207 from the recorded visual media data 201.

Then, the method comprises the generation of game replay multimedia 208 in accordance with the extracted visual media data. The generation of the game replay multimedia may include the enhancement thereof utilising ads data 116 and/or visual media effects 115.

The generated game replay multimedia may then be displayed 209 utilising the display device(s) 103.

Turning now to FIG. 3, there is shown an exemplary miniaturised stadium type gameplay apparatus 300 in accordance with an embodiment. The multimedia subsystem 100 may be utilised for enhancing the gameplay using the apparatus 300 so as to emulate a real-world stadium environment.

The apparatus 300 comprises a play arena 301 actuators 302 controlled by at least two opposing players to direct a ball 303 into opposing goals 304. In the embodiment shown, the gameplay apparatus 300 takes the form of a foosball gameplay apparatus and therefore the actuators 302 comprise rotatable displacement control rods 305 having opposing player figurines 306 spaced there along which may be gripped by handles 307 for manipulating the figurines 306 to kick the ball 303 to the opposing goal 304.

The gameplay apparatus 300 may comprise a base 308 so as to stand on the floor and to support the play arena 301 at a suitable elevation. As such, opposing players, or pairs of opposing players may stand opposite the gameplay arena 301 and control the control rods 305 to attempt to play the ball 303 into the opposing goal 304.

The apparatus 300 may further comprise an upper 309 comprising a generally flat peripheral surface 310 upon which drinks may be rested. Furthermore, below the upper deck 309 may present lateral planar edging 311 through which the distal ends of the control rods 305 protrude.

The apparatus 300 may further comprise a transparent covering 312 which may be flat or dome-shaped to enclose the play arena 301 to prevent tampering with the ball 303 and the like.

In the embodiment shown in FIG. 3, the apparatus 300 may comprise replica stadium light towers 313 extending upwardly from apertures 314 in the upper surface 310 of the deck 309.

In embodiments, each replica stadium light tower 313 may comprise a generally elongate stem 315 terminating at an upper end thereof in a widened head 316.

Each replica stadium light tower 313 may comprise a plurality of lights 317, such as LEDs or the like to illuminate the play arena 301.

Furthermore, the replica stadium light tower 313 may comprise a digital display device 103 mounted thereon. In embodiments, the display device 103 is mounted on the replica stadium light tower 313 to face the gameplay arena 301 but, in embodiments, the display device 103 may be located on a back surface of the replica stadium light tower 313.

Furthermore, each replica stadium light tower 313 may comprise an audio speaker device 318 for playing out audio including game replay multimedia audio and furthermore, an image sensor camera 102. Similarly, the audio speaker devices 318 and image sensor camera 102 may face towards or away from the gameplay arena 301.

Furthermore, for the image sensor camera 102 facing the gameplay arena 301, the image sensor camera 102 may be orientated towards the gameplay arena 301 so as to capture a bird's eye view of the gameplay within the arena 301. In additional or alternative embodiments, the image sensor camera 102 may be orientated towards the opposing player including for being able to capture facial expressions of the player.

As is also shown in FIG. 3, image sensor cameras 102 may also be located within or adjacent the gameplay arena 301 under the covering 312 as is shown. In embodiments, such in-arena image sensor cameras 102 may be located within a media box replica so as to emulate the real-world game environment.

The gameplay arena 301 may further comprise a ball inlet 319 for the introduction of a ball 303 into the play arena 301.

Turning to FIG. 2, there is shown a side elevation view of the gameplay apparatus 300 further illustrating the configurations of the apparatus 300 in accordance with an embodiment.

FIG. 4 illustrates the vertical extent of the replica stadium light towers 313 and of the dome 312. Furthermore, the side elevation view of FIG. 4 shows the stadium seating profile 320 further replicating a real stadium. The apparatus 300 may be located on castor wheels 321 for manoeuvrability.

Turning now to FIGS. 5-8, there is shown the replica stadium light towers 313 in further detail in accordance with an embodiment. Specifically, FIGS. 5-6 show an embodiment of the replica stadium light tower 313 wherein the replica stadium light tower 313 comprises at least one display device 103.

FIG. 5 shows a front elevation view and FIG. 6 shows a side elevation view of the replica stadium light tower 313. In the embodiment shown in FIG. 6, there is shown the replica stadium light tower 313 comprising the digital display device 103 on both front and rear surfaces of the replica stadium light tower 313.

The front display device 103 may be viewed by the player standing across the play area 301 from the stadium light tower 313 and the rearward display device 103 may be viewed by players and/or spectator standing behind the stadium light tower 313. During the play out of replay multimedia, the multimedia replay controller 113 may determine the most appropriate display 103 and/or speakers 318 of the play out of such replay multimedia wherein, for example, appropriate replay multimedia may be generated to face the goal score player during a goal score event.

In the embodiment shown in FIG. 6, the head 316 of the stadium light tower 313 may be substantially wedge-shaped and tapering towards the stem 315 or as in FIG. 8, the head 316 may be angled to the stem 315

FIGS. 5-6 further show the potential locations for the audio speaker 318 and image sensor camera 102.

FIGS. 7-8 show a further embodiment wherein, as opposed to the stadium light tower 313 comprising the digital display device 103, the stadium light tower 313 comprises lighting, such as by way of an LED matrix comprising a plurality of LEDs 317 for illuminating the play arena 301.

In embodiments, a combination of stadium light towers 313 comprising both display devices 103 and lighting 317 may be provided wherein, for example, in one embodiment, four stadium light towers 313 may be deployed around the play arena 301 wherein a diagonal pair comprises lighting and wherein the other diagonal pair comprises the display devices 103.

FIGS. 9-12 show a further embodiment of the stadium light tower 313 of differing configurations. As can be seen from these figures, the head 316 of the stadium light tower 313 has a wider cross-section as opposed to those given in FIGS. 5-8. As is also shown from at least FIGS. 10 and 12, the speaker devices 318 may be located on side surfaces of the stadium light tower heads 316 and furthermore, the image sensor 102 may be located at one corner of the head 316 is shown in FIGS. 9 and 11.

FIG. 13 further shows an interior elevation view of the play arena 301. As can be seen, the play arena 301 is configured so as to replicate as far as is possible a real stadium environment. As such, as can be seen, the interior of the play arena 301 comprises player seating stands 322 arranged around the periphery of the playing surface 323. Furthermore, various in-stadium image sensors 102 are also shown, these in-stadium image sensor cameras 102 being orientated towards the playing surface 323 and surrounds so as to be able to record visual media data of the gameplay itself.

Furthermore, the gameplay arena 301 may further comprise the display device which, in various embodiments, may take the form of a digital display device screen 324, such as an LED, LCD digital display screen or the like or alternatively a projector device 325, all of which may project the game replay multimedia (or a live crowd) on the opposing stadium seating 322.

FIG. 14-15 show embodiments of a ball reintroduction apparatus 325 wherein the ball is reintroduced via the ball entrance 319 of the playing surface 323.

The embodiment shown in FIG. 14 shows an electrically operated ball reintroduction apparatus 325 wherein the apparatus 325 comprises a chute 326 comprising a goal entrance 304 via which a ball 303 may enter the chute 326 during gameplay. As can be seen, the ball falls down from the goal entrance 304 into the chute 326 wherein the presence thereof may be detected via a ball presence sensor 328, such as a beam interruption sensor or the like to detect the ball passing thereby. In the embodiment shown, each opposing chute 326 comprises a separate ball position sensor 328 and, in this manner, respective player goal score events may be detected.

Having passed the sensor 328, the ball 303 comes to rest at the lowermost point of the chute 326 atop an electronic actuator 329 such as an electronic solenoid configured to propel the ball 303 back onto the playing surface 323 via the ball entrance 319.

Located above the electronic actuator 329 is another sensor 328 that when the sensor 328 senses the ball 303, the sensor 328 automatically starts the countdown to correspondence with the computer's selected multimedia function so as to relaunch the ball immediately the function has completed.

As can be seen, the shoot 326 comprises diagonally offset reintroduction chute portions 330 to selectively reintroduce the ball 303 at differing angles depending on the goal entrance 304. As such, a goal score is subsequently able to receive a ball kick to emulate the real-world practice.

The ball reintroduction apparatus 325 of FIG. 15 represents a manually operated apparatus 325 wherein the ball reintroduction actuators comprise a coiled spring 331 against which an actuator head 332 is pulled via cable 333 and player handle 334, such that when released, causes the head 332 to act on the ball 303 to propel the ball 303 via the ball reintroduction shoot portion 330.

FIGS. 16-18 so an embodiment of an in-gameplay arena ball actuator 335 emulating a corner kick wherein, as can be seen, the in-gameplay arena ball actuator 335 comprises a figurine 336 pivotally coupled within a bracket 337 such that the feet thereof may perform a kicking action to act on the ball 303.

Behind the feet 338 of the figurine 336, the actuator 335 may comprise a sensor 102 to detect a ball contacting the feet 338 of the figurine 336 and a mechanical actuator 340 to act on the feet 338 of the figurine 336 to then kick the ball away.

In the embodiment shown in FIG. 17, the sensor 102 comprises an electric contact switch which selectively powers a solenoid to propel a spring return rod 341 into the rear of the feet 338 of the figurine 336. FIG. 18 shows a side view of the solenoid actuator arrangement in further detail.

In embodiments, the multimedia processor 101 may receive sensor data from sensor 102 and furthermore, control the actuation of the mechanical actuator 340.

FIG. 20 shows a further configuration of the apparatus 300 in accordance with a further embodiment. As can be seen in this embodiment, each of the base 308 and deck 310 is substantially oval in cross section and oppositely frustoconical in profile. The deck 310 similarly defines an interior substantially oval and frustoconical gameplay arena periphery 342 bounding the playing surface 323. The periphery 342 may further comprise various ball position sensors 102 and the goal entrances 304.

As is also shown in FIG. 20, the side planar sections 311 may be recessed within the deck 309 such that the control rods 305 do not extend substantially beyond the outer periphery of the deck 309, so as to reduce or eliminate obstructive hazards from extended control rods 305.

FIGS. 21-22 show a controller rod arrangement 343 in accordance with an embodiment. As can be seen, each control rod 305 is supported by opposing bearings 344 secured to parallel vertical walls 366 having the figurine 306 therebetween. The control rods 305 are able to rotate and be displaced sideways within the bearings 344 so as to allow the figurine 360 move sideways and to kick. The distal end of the control rod 305 comprises a travel limiter annulus 345 which alternately contacts the end stop 346 or distal bearing 344 to control the lateral travel extent of the figurine 306. In embodiments, a compression spring 367 may be utilised between the annulus 345 and the distal bearing 344 for cushioning.

The arrangement 343 is further characterised in comprising a pair of proximal bearings 344 located on one side of the figurine 306 towards the handle 307. The dual proximal bearings 344 support the control rods 305 so as to prevent bending thereof when torsional forces are applied to the handle 307. As such, in embodiments, the controller rod 305, as is substantially shown in FIG. 22 may comprise a hollow section 347 which allows the controller rod 305 to be more lightweight and utilise less material on account of the control rod 305 requiring less rigidity on account of the stabilising effects of the dual proximal bearings 344.

In embodiments, the apparatus 300 may comprise control rod 305 retractor actuators to retract the control rods 305 when the apparatus 300 is not in use. In one embodiment, when initiating gameplay, the control rods 305 may be released so as to be freely movable by the players but, wherein, post gameplay, the control rods 305 are retracted including for reasons for not protruding from the deck 309 thereby reducing obstructions. In embodiments, the retractor actuators may utilise electromagnets for the purposes of retracting the control rods 305.

FIGS. 23-24 show further embodiments especially of the display devices 103. Specifically, in the embodiment shown in FIG. 23, as opposed to the display devices 103 being located on the stadium light towers 313, the display 103 may be located on the exterior periphery of a display annulus located atop the protective dome 312 or attached and hanging from the ceiling above. Integer 348 may include the lighting 317, image capture devices 102 and projector devices 325.

Furthermore, in the embodiment shown in FIG. 24, the lighting 317 may be mounted on a central platform located atop the protective dome 312. The central platform 349 may further hold the image capture devices 102 and projector devices 325.

FIGS. 25-26 show top views of the playing surface 323 wherein the playing surface 323 comprises undulations 350 so as to introduced variability during gameplay and prevent the ball resting within gameplay dead spots between the figurines 306.

Specifically, in the embodiment shown in FIG. 25, the undulations of the gameplay surface 323 have generally orthogonal boundaries going in multiple directions so as to partition the undulations substantially into rectangles. The boundaries between the undulations may be configured to bias the ball 303 away from dead spots between figurines 306.

The embodiment shown in FIG. 26 shows more randomised undulations of the playing surface 323 wherein the undulations have curved boundaries as opposed to the orthogonal boundaries as a substantially shown in FIG. 25.

FIGS. 27-28 show side elevation views of the undulations of the playing surface 323. Specifically, FIG. 27 shows the vertical extent of the undulations 350 with respect to the ball 303. As can be seen, the sideways or front/rear profiles of the undulations 350 may also be configured to control the variability or characteristics of the ball 303 trajectory. Specifically, as is shown in FIG. 27, adjacent ball 303 is an undulation comprising a ball launch 351 being concave such that, when the ball 303 travels there along from left to right given the orientation in FIG. 27, the ball 303 is launched into the air. As such, such undulation 350 may be provided near the centre line or towards the goalposts of the playing arena 301 such that a ball struck therealong may be launched into the air.

In the embodiment shown in FIG. 28, the undulations may have a lowermost point 351 and a higher most point 350 reaching substantially to approximately one third of the height of the ball 303. As is also shown in FIG. 28, the undulations of the playing surface 323 may transition in a curvature 352 so as to meet the lateral inner edging 353 of the playing arena 301.

FIGS. 29-32 show various mechanisms for manipulating the position of the ball 303 including for reasons of preventing the ball 303 from resting within dead spots between the figurines 306 causing interruption of gameplay.

The manipulation of the ball 303 may include manipulation initiated by the multimedia processor 101 when detecting various gameplay events, including ball stall gameplay events. For example, the multimedia processor 101 may perform video analysis of video visual media 109 of the play arena 325 to detect a ball stall event wherein the ball comes to rest for a period of time. As such, during such ball stall events, the multimedia processor 101 may initiate manipulation to displace the ball to continue gameplay.

FIG. 29 shows the playing surface 323 comprising dead spot areas 354 unreachable by the figurines 306. As such, should the ball 303 come to rest within the dead spot areas 354, gameplay may be interrupted.

As such, in the embodiment shown in FIG. 29, the apparatus 300 comprises electromagnets located under the edge spot areas 354 and wherein the ball 303 comprises a magnetic or metallic centre 355. As such, energising the electromagnets under the dead spot areas 354 would repel the core 355 of the ball 303 and therefore the ball 303 itself away from the dead spot area 354. As is shown in FIG. 29, the core 355 of the ball 303 may be offcentered such that the repulsion of the ball 303 is randomised so as to be unpredictable and not specifically favour either player.

In the embodiment shown in FIG. 30, the arena 301 may comprise a plurality of ball dead spots sensors 356 located between the figurine's 306 control rods 305. In embodiments, the ball dead spots sensors 356 comprise a reflector or receiver at an opposite side of the playing surface 323. As such, each ball dead spot sensor 356 is able to detect the ball coming to arrest at the various potential dead spot locations between the figurines 306.

FIG. 30 further shows an embodiment wherein, as opposed to utilising electromagnets as was described with reference to FIG. 29, the ball manipulation may comprise the utilisation of air jets 357 configured to automatically introduce a blast of pressurised air from apertures arranged along the dead spot areas. As such, the blast of air is able to displace the ball 303 from the ball then spot area. As such, in the embodiment shown in FIG. 30, the air jets 357 may also manually comprise a compressed air source switch 358 and actuated valve 359 for selectively blasting a jet of air via the air jets 357.

FIG. 31 shows a side elevation view of the ball displacement arrangement showing the locations of the air jets 357 beneath the playing surface 323.

FIG. 32 shows a further embodiment wherein the playing surface 323 is able to rock about a pivot pint 360 so as to displace a ball having come to rest. In the embodiment shown, the pivoting of the playing surface 323 may be electronically actuated wherein, for example, an electronic actuator comprising an electromagnetic 361 or the like may displace the playing surface 323 so as to cause the playing surface 323 to pivot about the pivot point 360 to displace the ball 303.

FIG. 33 shows a further embodiment wherein the pivoting of the playing surface 323 is manually controlled wherein the embodiment comprises a lever pivoting about fulcrum 363 and having a distal handle 364 protruding through handle slot 365. As such, when the handle 364 is displaced upwardly, the distal end of the lever 362 transitions downwardly so as to pull the associated edge of the playing surface 323 downwardly. As can be appreciated, such arrangement causes displacement of the ball 303 which favours the opponent. The position of the handle 364 may be reset utilising tension spring 366.

FIG. 34 shows a top plan view of the playing arena 301 showing an exemplary control rod 305 layout. In the embodiment shown, the layout comprises 8 control rods which are able to be played by single or a pair of opposing players. For example, where the control rods 305 are sequentially numbered from 1-8 from left to right given the orientation of FIG. 34, a first player a first team may play defence by controlling control rods 1-2 and a second player of the first team may play offence by controlling control rods 4-6. It should be noted that such control rod arrangement is exemplary only and that modifications may be made thereto within the purposive scope of the embodiments described herein.

Also, in embodiments, the control rods 35 may be coloured similar to that of the playing surface so as to be less visually distracting during gameplay. For example, the control rods 35 may be coloured green to match a green coloured playing surface.

Having described the above exemplary system and hardware architecture, exemplary embodiments will now be provided primarily for illustrative purposes. It should be noted that these embodiments are exemplary only and that no technical limitations should necessarily be imputed to all potential embodiments accordingly.

In accordance with this example embodiment, a player may download a software application “app” from a software application store (such as the Apple App Store or the like) to the player's mobile communication device 115, which may take the form of a smartphone device.

The app may register the player with servers 118 or 119 utilising the mobile number of the smart phone device as an identifier. Having registered with the servers 118 or 119, the user is able to input various player information, payment credential information and record various game outcome statistics when playing the apparatus 300.

In use, the app may receive notification, including push notifications from the servers 118 or 119. Furthermore, the app may monitor the location of the mobile communication device 115 so as to be able to detect the proximity of the mobile communication device 115 to the gameplay apparatus 300 so as to be able to send push notifications to the mobile communication device 115 indicative of the presence of the gameplay apparatus 300, provide advertising for the associated venue or the like.

As opposed to utilising GPS tracking for detecting the proximity of the mobile communication device 115 and the apparatus 300, the multimedia subsystem 100 may comprise short range communication functionality, such as Bluetooth, NFC functionality or the like allowing the multimedia subsystem 100 to communicate directly with the mobile communication device 115 within range.

Furthermore, the player may utilise the mobile communication device 115 for making payment for gameplay. Alternatively, payment may be made in the usual coin-operated manner. In embodiments, the player may utilise the mobile communication device 115 for reserving places in a gameplay queue. In this embodiment, as a slot becomes imminent, the mobile communication device 115 may send a reminder push notification to the mobile communication device 115.

Having made payment, the player is able to play the apparatus 300 utilising the control rods 305. In this embodiment, the player is playing a single opponent.

As such, at the start of the gameplay, the gameplay monitor controller 112 resets the game statistics 111, including the game score and gameplay duration. At the start of the gameplay, the ball introduction apparatus 325 introduces a ball 303 via the ball input 319 onto the gameplay surface 323 and wherein each player controls the control rods 305 to attempt to score a goal in the opposing goal entrance 304.

During gameplay, the visual media capture controller 111 is recording gameplay visual media data from the image sensors 102. Specifically, in-arena image sensors 102 may record gameplay visual media data and exterior image sensors 102 may record visual media data of the players themselves and/or the surrounds of the arena 300.

In embodiments, for the exterior image sensors 102, the multimedia subsystem 100 may utilise face tracking so as to be able to focus on or zoom in on and capture visual media data of the players faces so as to be able to subsequently generate game replay multimedia comprising the player's facial expressions.

During this time, various gameplay statistics 111 may be displayed on the display device 103, such as the game scores, time remaining and the like. Furthermore, in embodiments, the display devices 103 and audio speakers 318 may be configured for emulating a real crowd environment. For example, in embodiments, the display devices may display realistic looking crowds on the stadium seating 322. Such may be achieved by video recording a real crowd, de-identifying the person's thereon and displaying such video recording via the flat panel display device 324 or projector device 325 on the stadium seating 322.

To further emulate the atmosphere of the stadium environment, camera flash emulators may be employed wherein the stadium seating 322 or game arena 301 surrounds comprise a plurality of high-intensity LED devices configured to emulate real-world camera flashes. Such camera flashes a be further controlled by the multimedia processor 101 in accordance with the various gameplay events and wherein camera flash frequency increases as the ball 303 (as may be detected by a software implement ball position sensor) nears a goal 304 or alternatively, immediately after a goal score event.

Furthermore, the speaker devices 318 may play out crowd noises, such as crowd chanting, crowd cheering and the like.

Similarly, such crowd emulation may be controlled by the multimedia processor 101 to reacts to various gameplay events, such as goal score events. For example, having detected a gameplay goal score event, the multimedia processor 101 may be configured for adjusting the crowd emulation play out so as to replicate, for example, the virtual spectators standing up, shouting louder, clapping, chanting and the like. In embodiments, the virtual crowd may be divided into opposing teams such that the players supporting crowd cheers to favour achievements of the player accordingly. In embodiments, text-to-speech and associated audio processing may be utilised to cause the virtual crowd to chant the players name, players team name or the like.

Furthermore, during gameplay, the gameplay sensors 117 record various gameplay events.

As alluded to above, the gameplay sensors 117 may comprise goal score sensors 328 located within the ball reintroduction chute 326 so as to be able to detect goal scores.

It should be noted that other gameplay events may be detected also. As alluded to above, gameplay events may have a direct correlation to gameplay sensor data wherein, for example, a goal is detected via an output from a ball chute sensor 328.

However, other sensors may detect other gameplay events. For example, field side sensors may detect the position of the ball 303 close to an opponent's goalpost such that an imminent goal score event may be detected by the multimedia processor 101 so as to, for example, allow the multimedia processor 101 to enliven the appropriate players virtual crowd.

It should be noted also that the gameplay sensors need not necessarily be limited to physical/mechanical/electromechanical gameplay sensors and may, in embodiments, include video processing modules.

For example, the gameplay monitor controller 112 may comprise one or more image/video analysis modules including image analysis gameplay sensor modules. For example, utilising the captured gameplay visual media data of the playing surface 323, such image/video processing modules may perform image analysis, such as colourmetric analysis to visually detect the position of the ball on the playing surface 323. Colorimetric analysis may involve discerning differences in colour between the ball (such as white) and the playing surface 323 which may be green.

As such, in embodiments, the gameplay sensors 102 may comprise a combination of hardware and software gameplay sensors.

In embodiments, the gameplay sensors 102 may also detect gameplay events in accordance with the positions and rotational orientations of the control rods 305. For example, a high rate of rotation of control rod 305 may be indicative of a hard kick. Furthermore, sensors 102 may be provided on the feet of the figurine 306 so as to be able to detect ball 303 contact events by the figurines 306.

Furthermore, the gameplay sensors 103 may detect player gameplay events such as wherein, for example, facial analysis is utilised to detect the facial expressions of the associated players or microphones are utilised to record verbal output of the players so as to be able to detect emotional states of the players so as to be able to manipulate the displayed information accordingly.

In embodiments, utilising audio data received via such microphones, the multimedia subsystem 100 by dynamically adjust the playing out of crowd noises via the speaker devices 318 so as to be suited for the actual dynamic background noise.

In further embodiments, the multimedia subsystem 100 may dynamically adjust the volume of audio played out in accordance with gameplay frequency. In other words, the more frequent the gameplay, such as during busy times, the greater the volume and, conversely, less during less busy times.

In embodiments, gameplay events may be configured in accordance with hierarchical rules wherein, for example, an “underdog about to score” gameplay event is stipulated by the rule stipulating that such event is to be detected for a player having a lower score but a ball position close towards the opponent's goals. Alternatively, for example, such a rules-based gameplay event detection may include a “about to score near the end of a match” gameplay event wherein such a rules-based approach takes into account the remaining time of gameplay such that the multimedia processor 101 is, for example, able to control the virtual crowd to cheer more wildly, or to display more impetuous information via the display devices 103 accordingly.

As such, as can be appreciated, utilising appropriate rules and various sensor outputs from the hardware and software gameplay event sensors, the multimedia processor 101 is able to detect various and varied gameplay events.

In embodiments, the multimedia processor 101 may implement machine learning so as to be able to detect dynamic gameplay events. For example, the multimedia processor 101 may monitor verbal output of a player and detect a correlation to a ball position indicative of a level of excitement of a player when the player positions the ball towards an opponent's goal. As such, by having detected such a correlation, the multimedia processor 101 is able to display appropriate data via the display devices 103 such as by appropriately enlivening the crowd, displaying appropriate information via the display devices 103 or the like.

Alternatively, for example, the machine learning may identify various player figurine 306 sequences likely to result in a goal score event wherein, for example, a player may utilise a pair of control rod 305 in a particular manner to set up a goal wherein, when subsequently detecting such a gameplay sequence, the machine learning is able to anticipate a goal score event.

Now, having detected a gameplay event, which may include a goal score gameplay event, the multimedia processor 103 is configured for generating gameplay replay multimedia which is displayed via the display devices 103.

As such, and for the example of a goal score gameplay event, once a goal has been scored, the multimedia processor 103 is configured for extracting a segment of the visual media data from the memory device 103 for utilisation for generating the game replay multimedia.

It should be noted that visual media data described herein includes both video and image data and therefore the generation of game replay multimedia comprise the generation of gameplay multimedia comprising both video and static images replay multimedia.

Now, in one embodiment, the multimedia processor 103 is configured for extracting captured gameplay visual media data preceding the detection of the gameplay event. For example, the multimedia processor 101 may extract recorded gameplay visual media of the player figurines 306, ball position, players facial expressions or the like immediately prior to goal score event.

As such, for the player having scored a goal, the players facial expression and a slow motion replay of the ball entering the goal 304 may be displayed by the display 103. In one embodiment, the display devices 103 comprise wall mounted flat panel television display devices adjacent the arena 300. As such, on such adjacent displays, such information may be displayed.

In embodiments, the multimedia replay controller 113 may select a subset of display devices 103 almost optimal display device 103 for the replay of the replay multimedia. For example, a goal score event of a player may be replayed using display devices 103 facing the player.

In embodiments, the multimedia replay controller 113 may display differing replay multimedia using differing display devices 103 to differing players. For example, when a player scores a goal, the display devices 103 facing the player may display replay multimedia comprising text overlays such as “well done” whereas display devices 103 facing the opposing player may replay multimedia comprising text overlays such as “bad luck”.

In embodiments, the multimedia replay controller 113 may employ other multimedia affects such as video and/or image superimposition and text overlay effects. The text overlay effects may be selected in accordance with the type of gameplay event/gameplay event sequence detected by the gameplay monitor controller 112 such as “goal”, “hat trick” and the like. Advertiser branding may be overlaid in this way also.

Additionally or alternatively, such replay multimedia may be displayed via display devices 103 located on or in the arena 300, such as those display devices on the stadium seating 322 or within the replica stadium lighting 313.

In embodiments, the multimedia replay controller 116 may augment the replay multimedia with and multimedia selected from the ad multimedia database 116.

In embodiments, the multimedia replay controller 116 is configured for selecting ads according to at least one of player demographic, gameplay event type and gameplay statistic.

For example, the multimedia replay controller 114 may display differing ads dependent on the particular type of gameplay event. For example, the multimedia replay controller 114 may display an ad or ad category for a goal score gameplay event and another ad or ad category for a full-time gameplay event.

In embodiments, the multimedia replay controller 116 may select ad multimedia depending on player demographic. For example, for underage players, the multimedia replay controller 116 would not replay alcohol-related adverts.

As alluded to above, the multimedia replay controller 116 may further select ad multimedia depending on gameplay statistics such as game scores.

In further embodiments, as opposed to retrieving captured gameplay visual media data preceding a gameplay event, the multimedia processor 101 is configured for intelligently determining the most appropriate/optimal segment of recorded gameplay visual media for replay.

For example, for game replay multimedia including the player's facial expression, the multimedia compiler controller 113 may utilise a facial expression detection algorithm to detect when the appropriate player smiles so as to be able to isolate such for replay. In embodiments, such may further involve cropping a subregion of the image/video comprising on the user's face.

Additionally or alternatively, the multimedia compiler 113 may analyse ball position footage so as to be able to identify a pre-goalscoring gameplay sequence for replay, such as three figurines 306 having acted in unison to set up a goal wherein the multimedia compiler 113 may further transition between various camera feeds for generating such game replay reanimation. For example, such ball position game replay multimedia reanimation may comprise the multimedia processor 101 identifying the number of figurines 306 of the player sequentially acting on the ball 303 prior a gameplay event so as to be able to select appropriate recorded gameplay visual media correlating to such sequence for replay.

Such compilation may include the multimedia processor 101 selecting the gameplay visual media data having the most appropriate vantage point of the ball prior the score gameplay event.

Upon completion of gameplay, the gameplay statistics 101 may be updated and, in embodiments, sent via the multimedia subsystem 100 for recordal by the server 118. As such, the player's gameplay statistics may be recorded by the server 118 and updated as time goes by. As such, at any time, the player is able to retrieve the previous game outcome statistics from the server 118.

In embodiments, the system 100 is configured for disseminating gameplay results data to various platforms wherein, for example, in one embodiment, a player's game outcome may be posted to the players social profile. Such posting may include the resultant gameplay statistic but also the game replay multimedia, or a subset thereof, including static imagery.

In embodiments, the server 118 is able to match players having same or similar game outcome gameplay statistics such that when, for example, the multimedia subsystem 100 recommends a challenge by way of push notifications to the respective mobile communication devices 115 of two similarly skilled players coincidently being at the same venue.

In embodiments, the system 100 may be configured so as to allow a player to play against the multimedia processor 101 wherein, for example, the system 100 comprises control rod actuators so as to be able to control opposing control rods 305. As such, in this autonomous opponent mode, the multimedia processor 101, utilising ball position sensing image analysis technique and the like is able to detect the location of the ball 303 within the playing surface 305 so as to be able to control the lateral offset and rotation of the figurines 306 so as to be able to play against the player.

In a further embodiment, the control of the control rods 305 by the multimedia processor 101 may allow for remote gaming capability wherein two players in geographically separate locations are able to play against each other. In such an embodiment, the control of the control rods 305 by the multimedia processor 101 may allow the player to control the control rods 305 remotely utilising the mobile communication device 105 utilising appropriate on-screen gestures.

The foregoing description, for purposes of explanation, used specific nomenclature to provide a thorough understanding of the invention. However, it will be apparent to one skilled in the art that specific details are not required in order to practice the invention. Thus, the foregoing descriptions of specific embodiments of the invention are presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise forms disclosed; obviously, many modifications and variations are possible in view of the above teachings. The embodiments were chosen and described in order to best explain the principles of the invention and its practical applications, they thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the following claims and their equivalents define the scope of the invention. 

1. A stadium-type gameplay system comprising gameplay apparatus comprising a play arena and actuators manipulatable by at least two opposing players to direct a ball into opposing goals, wherein the system comprises: a multimedia subsystem comprising: a multimedia processor; a memory device operably coupled to the multimedia processor a plurality of visual media data capture image sensors operably coupled to the multimedia processor, wherein, during gameplay, the multimedia processor is configured for recording gameplay visual media data captured by the image sensors using the memory device; and a plurality of gameplay sensors, including ball position sensors, in operable communication with the multimedia processor, the multimedia processor configured for detecting at least one gameplay event including a goal score gameplay event, the goal score gameplay event detected using the ball position sensors; and at least one visual media display device in operable communication with the multimedia processor; wherein, when detecting the goal score gameplay event, the multimedia processor is configured for extracting a segment of the visual media data from the memory device; generating game replay multimedia using the visual media data; and playing out the game replay multimedia using the at least one visual media display device.
 2. A system as claimed in claim 1, wherein the plurality of gameplay sensors comprise at least one of hardware and software gameplay sensors.
 3. A system as claimed in claim 2, wherein the software gameplay sensors comprise image analysis gameplay sensor software modules.
 4. A system as claimed in claim 3, wherein the image analysis gameplay sensor software modules comprise ball position analysis modules.
 5. A system as claimed in claim 1, wherein extracting a segment of the visual media data from the memory device comprises identifying an optimal segment for the game replay multimedia.
 6. A system as claimed in claim 5, wherein selecting the optimal segment comprises performing facial detection image analysis of the visual media data and selecting the optimal segment as comprising a detected face.
 7. A system as claimed in claim 5, wherein selecting an optimal segment comprises image processing to select a subregion of the visual media data comprising the detected face.
 8. A system as claimed in claim 5, wherein selecting an optimal segment comprises performing facial expression image analysis and selecting a segment of the visual media data having a detected type of facial expression.
 9. A system as claimed in claim 5, wherein identifying the optimal segment comprises ball position sensing and selecting the optimal segment in accordance with ball position.
 10. A system as claimed in claim 1, wherein generating the game replay multimedia comprises implementing at least one multimedia effect.
 11. A system as claimed in claim 10, wherein the at least one multimedia effect comprises at least one of slow motion, video superimposition and text overlay effects.
 12. A system as claimed in claim 11, wherein video superimposition comprises selection of ad video data from an ad video database.
 13. A system as claimed in claim 12, wherein selection of ad video data comprises selection of the ad video data in accordance with at least one of player demographic, gameplay event type and gameplay statistic.
 14. A system as claimed in claim 12, wherein text overlay comprises at least one of ad text and game statistic text overlay.
 15. A system as claimed in claim 1, wherein the at least one visual media display device is a plurality of visual media display devices and wherein playing out the game replay multimedia comprises selecting one of the plurality of visual media display devices for the playout of the game replay multimedia.
 16. A system as claimed in claim 15, wherein selecting one of the plurality of visual media display devices comprises selecting one of the plurality of visual media display devices in accordance with at least one of a gameplay event type, player position and gameplay statistic.
 17. A system as claimed in claim 1, further comprising playing out a virtual crowd animation using the at least one visual media display device.
 18. A system as claimed in claim 17, wherein playing out a virtual crowd animation comprises controlling the virtual crowd animation in accordance with a gameplay event type.
 19. A system as claimed in claim 18, wherein virtual crowd animation with audio comprises standing, cheering, clapping, holding up signs/banners, camera flash and chanting animations and sounds.
 20. A system as claimed in claim 1, wherein the least one gameplay event comprises at least one of goal score, kick-off, ball retention and corner kick gameplay events.
 21. A system as claimed in claim 1, wherein detecting the at least one gameplay event comprises detecting the at least one gameplay event in accordance with at least one of direct correlation to a sensor output, detection rules relating to a plurality of sensor outputs and machine learning.
 22. A system as claimed in claim 1, wherein the multimedia processor is configured for at least detecting a ball stall event using the ball position sensors and controlling a ball displacement actuator accordingly.
 23. A system as claimed in claim 22, wherein detecting a ball stall event comprises image analysis of the visual media data to detect the ball stall event.
 24. A system as claimed in claim 22, wherein the ball displacement actuator comprises at least one of electromagnetic repulsion, gameplay surface tilting and air jet repulsion actuators.
 25. A system as claimed in claim 1, wherein the apparatus comprises replica stadium light towers extending upwardly from an upper deck of the apparatus and wherein the stadium light towers comprise the at least one visual media display device.
 26. A system as claimed in claim 1, wherein the system is further configured for storing player profiles including gameplay statistics.
 27. A system as claimed in claim 26, wherein the system is further configured for detecting locations of mobile communication devices associated with the player profiles and sending push notifications to mobile communication devices in proximity of the gameplay apparatus.
 28. A system as claimed in claim 26, wherein the system is further configured for matching player profiles utilising gameplay statistics.
 29. A system as claimed in claim 27, wherein the system is further configured for detecting locations of mobile communication devices associated with matched player profiles and sending push notifications to the respective mobile communication devices when the respective mobile communication devices are both in proximity of the gameplay apparatus. 